Monster immunities were not always working for certain attack types, and this has been fixed. The most common example was probably undead being
poisoned despite innate poison immunity.

Sonic spells have been revised slightly and will now cost more spell points to cast.

3/17/2018

It has been a while, but here are some updates. Most of these came in months ago, but were never mentioned here.

First the normal stuff. More items, re-calibrated monster levels and rewards, new techniques, and new character icons have all been added.

The store no longer carries few and several ammo items (except thrown weapons, you can still buy several of them).
This cleans up the list a bit, finding it easy to find the full sets of ammo you want.

Combat values (cv) have been revised yet again, and this is probably the final round for a while. All the monsters really look pretty good
where they are here as far as difficulty and xp. Notably poison, fear, and disease effects are not treated as seriously as before, so you
might see those types of monsters a little lower level than before.

Disease was considered less serious with the addition of the cure disease spell. It requires necromancy: 3 and life: 1 to cast.

Speaking of monsters, two more things. First, skeletal minions are quite a bit tougher than they used to be, I imagine you've noticed.
Second, monsters will be more reluctant to choose high-effort techniques which might help a little with their tendency to over-fatigue themselves.

Character generation randomness was improved. There was a while when you got almost identical characters a lot. No more.While on the subject of characters,
the first humanoid characters are now available. They are horrible, and in the game more as a demonstration of what will be possible in the future. So
expect to see a kobold join you from time to time instead of a more useful person. Kobolds currently only have one class choice, the wimp class.
Wimp is a new class currently only available to kobolds. Kobold wimps are terrible at pretty much everything, but they do occasionally have access to basic
magic. You might be wise to kill them off when they arrive, since adversaries are calculated based on the levels and numbers of your party and kobold
wimps will certainly drive down the total party cv while the game engine will not consider that the average cv's are lower now. In other words, they
will make it tougher to succeed. But if you want a true mythic challenge, see if you can get the most powerful kobold character! We should start a forum
thread where people can post the cv of their best kobold wimps.

Moving on ... the world map. All characters now exist in a particular spot on the world map. You can drill down and find them if you like, using the
checkbox to show people which will list all characters in the selected region. This is a meaningless
and cumbersome process with no in-game relevance at all. You probably noticed that people set up campsites too. Still meaningless. However it will soon
be theoretically possible to start leaving items at campsites, move around the map, pick up other items, and ultimately fight against your other characters
if they don't like each other. Maybe your humans will soon kill off those pesky kobolds for you!

Racial skills. They are a thing now. There just aren't any yet besides weapons: claw which some of the kobolds will unlock. But this opens the door
to customizing races beyond certain class access. Again, more of a demonstration than anything meaningful yet, but hopefully I will add more racial skills soon.
For instance, all dwarves should probably have a chance of unlocking resist poison each level, not just the classes dwarven grunt and dwarven wizard.

Finally, the unarmed damage skill has changed. It should be transparent to existing characters, but it will have a slightly different display on the item rollover text
and in your character page damage breakdown. Functionally identical though, but applicable to all natural weaponry items. This matters because every race will have
a unique natural weaponry item going forward. Previously existing races all share a basic fist but the new kobolds come with claws instead.

5/31/2017

Minor tweaks and content additions:

Dozens of new character pictures have been added. Most of the old goofy ones are gone now, replaced with higher quality images.

Many new items have been added across several categories.

More improvements have been made to area effect casting logic. Characters and monsters will do a much better job
identifying where to cast their spells for maximum effect. Checking the be careful box will go a long way
to reducing friendly damage if that is a concern.

Breath weapons now share many of the same functions as area effect spells. Thus, expect dragons (and others) to
choose better targets for their breath weapon attacks. Unfortunately for the dragons, they are no longer able to do
breath weapon attacks while stunned.

Finally, friendly fire accidents for missile attacks (and to an extent, attack spells) have been reduced again.
Specifically, three things can really bring down your chances of hitting a teammate. High dexterity and high intelligence
are the most important factors, and high weapon skill can play a substantial role as well.

5/6/2017

Minor updates: several undead have been shifted upward into high level adventures due to relative difficulty.
Additionally another round of CV optimization has been completed to try to accurately measure monster difficulty.
Most notably, primary spellcasters have had another large increase in CV which will be seen in player
characters as well after their next adventure forces a recalculation.

Area effect spells are now much more usable. Each caster, at the moment of casting, will determine the best target.
He/she will consider friendly damage, number of enemies hit, and even enemy resistances. If the "be careful" box is checked,
extra attention will be done to minimizing friendly damage, but keep in mind sometimes there are no viable targets that
keep friendly damage at zero. While these powerful spells are much more usable now, caution is still advised.

Some new techniques have been added including very useful ones for the few characters with just the right skill combiniations.
New items have been added as well in several categories. Finally, the loot list will now group like items for easier management.

3/31/2017

Another round of combat value (CV) calculation changes has come, and it will not be the last one.
Siginificant weighting changes to special attacks and spell use will result in another shuffling of
monster levels and numbers encountered. Demons have become generally lower level, while spellcasters
will be even higher.

Monsters are less likely to choose desperate and other high-effort techniques.

Some change to fleeing. First, the fear check forumla was revised to weigh willpower more. Lower wil
characters will flee more often than before, while high wil people will flee even less. Fleeing
people will no longer use an exit unless an enemy is in line of sight (LOS). Without LOS they
will just hide in the exit square until the fear wear off (or an enemy appears). Additionally,
a bug was fixed that had resulted in some high-speed people fleeing through an exit multiple times
in a single turn and suffering multiple xp losses.

The odds of a new person arriving on your world during a daychange has been doubled, making it easier to grow
your world well beyond 100 people.

Many new items have been added. Some are expensive (such as fire arrows) while others are cheap (such as several
new and relatively powerful two handed clubs). Two handed clubs have in many clases been renamed battle clubs.

3/5/2017

Yet another skill has beed added: battle formations. Training in this skill will reduce your required combat space by 10% per skill level by learning to fight side-by-side with allies. It also gives a defense bonus of 2% per level.

Breath weapons have been debugged, so they will now do full damage. Poison breath has been scaled appropriately to reflect the lingering effects of poison. Breath weapons are almost certainly too powerful right now, so if you
see dragons or other creatures with breath weapons, be extremely careful if you engage them.

A bug has been fixed regarding archers who were not unlocking new skills when leveling up.

Some minor changes have been made restricting certain races from choosing certain classes, and with the formula governing class selection.

Small spooks and greater zombies have both had their combat levels increased, meaning they will be encountered in smaller numbers and usually on more difficult adventures than before.

2/18/2017

Another new skill has been added called running which, obviously, makes your movement rate improve.
It also provides a lot of synergies for other primary physical skills so it will be worth studying for some characters
even though the movement rate increase is very small.

Moverate magic items have been changed. They no longer provide an absolute +1 mp per level. They now merely increase your
mp by 10% per level. Usually this is less powerful effectively reducing utility of moverate items.

Many items have been added which boost the sherpa skill to increase carrying capacity.

When you lose your entire party, there is now a message about it so you're not left simply wondering
why you're back on the clan page.

2/11/2017

Another new skill, sherpa, has been added. The sherpa skill reduces the penalties to movement and combat values when carrying heavy loads.

Undead are no longer affected by paralysis.

2/3/2017

A new skill has been added: resist fear. This skill can be unlocked by leveling up certain classes, or through relevant
skill training.

A lot of cleaning up various text and buttons has been done. For instance, the tank button will no longer appear in the action window
for characters with level 0 in the tank skill. The time passes text explaining new character arrivals or sacrifices to open adventure portals has been shortened and clarified.
Other corrections have been made on various screens as they've been found wanting.

The adventure help button has been moved, enhanced, and has a lot of new information behind it. Hopefully newer players will have an easier time learning the ropes now. The exit
button was moved to make room for this, and will now appear just below the continue button.

People have been given the ability to drink many additional types of potions when they feel it is appropriate. This feature is still undergoing testing and may see more changes in the near future.

1/30/2017

The leadership skill of each group leader will now help all group members by adding +1 per skill level to attack, defense, and speed.

The amount of attacks that hit the wrong target by accident has been reduced. A lot. Longer reach weapons will still miss more often than
shorter reach weapons. Spell misses will only be about a third what they used to be, and even missile weapons will miss much less often.

Speaking of missile weapons, a person will almost never attempt to shoot into his/her own square anymore unless there are no other viable targets present.

Spooks have seen a level increase, while large spooks have seen two level increases. This will result in significantly smaller monster groups.
Restless bones were also given a level increase and will now be comparatively rare, although a few more of them will be carrying weapons now.

New items have been added and some potions were rebalanced and repriced.

1/24/2017

It is now possible to drink potions while adventuring even if you have negative speed or would otherwise lose your action.
In fact, sometimes people who were not going to get to act due to low speed and high fatigue will choose to drink potions
with the stamina effect without any input from players. Likewise, they may drink potions such as xp potions
when not in combat simply because they feel like it is a smart thing to do.

1/20/2017

The CV calculation has been changed again. This will not be the final version. Do not be surprised if you see lower combat values on your people.

The concept of energy and energy points has been entirely removed from the game. Monster that used to rely on EP now have various other
skills and abilities with (usually) similar effects. Some have gotten more dangerous (hello, Spooks) and some less so (looking at you, acid vines).

Your main page now shows how long it has been since you completed a successful adventure. This is only meaningful if it exceeds 30 days, at which
point characters may start to wander off.

Kobold wizards are going to be a lot more common for a while, to collect extra information on magic and CV. Sorry, low level guys. At least the loot is good!

A bug was fixed that was applying fatigue to all members of a group incorrectly after certain merge or reaction move events. Some situations, such as merging
groups during the move phase, will now apply fatigue immediately instead of at the end of the round.

A bug with the fear effect has been fixed. Characters were remaining afraid one turn longer than they should have been, even after the F1 flag was removed
from their effects list.

Fixed an issue with the selected group not always aligning with the displayed group. This would occasionally lead to disaster when a player would move
the wrong group accidentally.

1/17/2017

Equipped magic items that increase charisma will now help when calculating the money you get from selling items in the shop, including auto-selling of cheap items.

Likewise, items that increase intelligence, if equipped, will be considered when calculating the number of skill points gained from adventures.

Kobolds and kobold slingers have been updated. Although they have different equipment and stats (slingers have more hp but less size/strength than normal kobolds)
they are now both level 1 monsters and will very often be found in mixed groups. They will also now carry slightly less valueable equipment.

Two bugs were fixed. One was yet another source of disappearing groups, having to do with auto-ungroup during flee actions. The other was causing the game to lag and
sometimes time out during flee calculations.

1/15/2017

Breath weapons have been changed. They no longer use energy (which is being phased out) but instead generate high fatigue.
The acid attack of acid vines has also been changed from a missile attack to a melee attack.

When shopping, instead of showing the minimum strength required, which was only meaningful for weapons, the shop table will display
the weight of the item which is usually more important. All data can still be seen by hovering the cursor over the item name.

When you select a group in combat, it will display the CV of all group members.

Some new items, icons, and techniques have been added.

The first update of a monster type has been made based on the new CV data. Demon rats are far more dangerous than their previous level
would indicate. They will now generally be found only on harder adventures. They will also carry more valuable treasure.

1/9/2017

The rankings page has been (somewhat) updated to the same format as the rest of the game, and it is now using correct figures for the power top 100 list.
Your clan power is simply the combined combat value of all characters.

Two bugs were fixed. One was preventing intelligent monsters from remembering where you were last seen when the monsters move first. The second was
causing monsters to disappear from adventures when combat-moving to form a new group in a square with existing non-party objects (i.e. stairs, exits, etc).

1/8/2017

The space for character and monster picture has been enlarged. Future picture additions can now be higher quality. Prior to this, a few more pics were added.

A major change to XP and CV (combat value) has been completed. All monster history data was deleted which has reset beastiary info. CV data has not been cleared,
but each time a character goes on an adventure, his or her CV is recalculated every turn. Because CV is now an adventure-only calculation you can no longer view CV changes
at home or while equipping. On character pages, the CV value listed is the maximum CV value recorded from the most recent adventure.

XP awarded for killing monsters is now individualized and is equal to the actual CV of the creature killed. Thus not all orcs (for example) will be worth the same amount.

Better logging has been implemented. Going forward, it will be possible to view accurate average CV and treasure values (among other things) for every monster class you
have encountered. This will also make it much easier to balance monster power vs treasure awarded vs adventure difficulty. Ultimately this will lead to more fairness in
encounters -- some monsters are surely too weak or too powerful for the point in the game at which they are most commonly found.

1/2/2017

Fixed a bug that was causing monsters to disappear.

Fixed a bug that was improperly removing groups after a split.

Wells have become more magical, and more beneficial. Now more than one third of all wells have helpful magical effects, while only one in ten will have harmful effects.

Demons have been changed, significantly. They no longer have the gate ability. It has been replaced, in some instances, with skills in magic: summoning and magic: demon. Thus, some
demons can still summon backup, but by using the same rules as other summoners. Demons that can summon are all types of: white, grey, red, stygian, and of course fiends. All demons not named have
lost their ability to summon. This extends to summoned creatures, so there can still be a little bit of a chain reaction if the summoned demons happen to be of a type that can summon more even demons. But this will
no longer be as dangerous, as summoned creatures follow stricter limitations regarding their power. This also, of course, applies to player-summoned demons, making demon summoning very likely the most powerful
type of summoning magic available.

12/27/2016

Fixed a bug where people were still trying to move toward an exit, even after fear expired.

12/27/2016

Inactive accounts will very slowly be wound down. If you haven't completed any adventures in the past month,
there will be a very small chance that characters will start defecting to more active worlds. This chance grows
after three months, and again after one year. The effect is very small, but it is an extra reward for active worlds,
as these migrating characters might stumble into your own realm and find a new home there!

12/24/2016

Fear has been changed. Fear spells will generally be much more effective, undead are now immune to fear, and certain scary monsters have a fear aura which
has been heavily modified. Fear auras can be devastating. Like all fear effects, resistance is based on the willpower and fear resistance as well as character level.
Fear auras are further resisted by group size (safety in numbers) as well as monster group size (10 spooks are scarier than 1 spook -- but not nearly 10x as scary).

Spooks and shadows have lost their energy-based spook ability which has been replaced by mind-magic use and fear auras.

More character icons were added, and several new items were added to both the market and treasure drops.

Recently slain mythic warriors

Mioerg (large spider) of WarWorld, a level 1 yeoman killed by an imp.Deaoce (small white demon) of WarWorld, a level 1 yeoman killed by a kobold.Broahi (small white demon) of WarWorld, a level 1 yeoman killed by a giant rat.Saory of WarWorld, a level 1 grunt killed by a kobold.

Mythic Warfare is a new fantasy adventure game focusing on
extremely challenging gameplay
for dedicated gamers.
Create a clan and develop your characters to gain fame, fortune, and power.
Death lurks at every turn and success will not be easy
in this unforgiving world of monsters and magic. See if you have what it takes to become a mythic warrior!